Paper Mario DX
Paper Mario (N64) modding
 
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bow.c File Reference

Go to the source code of this file.

Variables

s32 bMarioHideAnims []
 
ActorBlueprint battle_partner_bow
 

Variable Documentation

◆ bMarioHideAnims

s32 bMarioHideAnims[]
extern

Definition at line 76 of file actors.c.

76 {
77 STATUS_KEY_NORMAL, ANIM_Mario1_Crouch,
78 STATUS_KEY_DANGER, ANIM_Mario1_TiredIdle,
79 STATUS_KEY_STONE, ANIM_MarioB3_Petrified,
80 STATUS_KEY_SLEEP, ANIM_MarioB1_Sleep,
81 STATUS_KEY_DIZZY, ANIM_MarioB1_Sick,
82 STATUS_KEY_STOP, ANIM_Mario1_Still,
83 STATUS_KEY_HUSTLE, ANIM_MarioW2_RideLaki,
84 STATUS_KEY_BERSERK, ANIM_MarioW2_RideLaki,
85 STATUS_KEY_PARALYZE, ANIM_MarioB1_Sleep,
86 STATUS_KEY_FROZEN, ANIM_Mario1_Frozen,
87 STATUS_KEY_TRANSPARENT, ANIM_Mario1_Idle,
88 STATUS_KEY_INACTIVE, ANIM_Mario1_Crouch,
89 STATUS_KEY_INACTIVE_BERSERK, ANIM_MarioB2_BerserkStill,
90 STATUS_KEY_14, ANIM_MarioB2_Inert,
91 STATUS_KEY_INACTIVE_SLEEP, ANIM_MarioB1_SleepStill,
92 STATUS_KEY_INACTIVE_DIZZY, ANIM_MarioB1_SickStill,
93 STATUS_KEY_INACTIVE_WEARY, ANIM_Mario1_TiredStill,
94 STATUS_KEY_THINKING, ANIM_Mario1_Thinking,
95 STATUS_KEY_WEARY, ANIM_Mario1_SpinLand,
97};
@ STATUS_KEY_INACTIVE_DIZZY
Definition enums.h:2825
@ STATUS_KEY_THINKING
Definition enums.h:2829
@ STATUS_KEY_WEARY
Definition enums.h:2830
@ STATUS_KEY_PARALYZE
Definition enums.h:2806
@ STATUS_KEY_INACTIVE_SLEEP
Definition enums.h:2822
@ STATUS_KEY_FROZEN
Definition enums.h:2808
@ STATUS_KEY_INACTIVE_WEARY
Definition enums.h:2823
@ STATUS_KEY_TRANSPARENT
Definition enums.h:2815
@ STATUS_KEY_INACTIVE_BERSERK
Definition enums.h:2820
@ STATUS_END
Definition enums.h:2801
@ STATUS_KEY_DANGER
Definition enums.h:2827
@ STATUS_KEY_SLEEP
Definition enums.h:2807
@ STATUS_KEY_STONE
Definition enums.h:2813
@ STATUS_KEY_STOP
Definition enums.h:2809
@ STATUS_KEY_INACTIVE
Definition enums.h:2819
@ STATUS_KEY_HUSTLE
Definition enums.h:2826
@ STATUS_KEY_DIZZY
Definition enums.h:2805
@ STATUS_KEY_14
Definition enums.h:2821
@ STATUS_KEY_BERSERK
Definition enums.h:2817
@ STATUS_KEY_NORMAL
Definition enums.h:2802

◆ battle_partner_bow

ActorBlueprint battle_partner_bow
Initial value:
= {
.type = ACTOR_TYPE_BOW,
.level = ACTOR_LEVEL_BOW,
.maxHP = 99,
.partCount = ARRAY_COUNT(N(ActorParts)),
.partsData = N(ActorParts),
.initScript = &N(EVS_Init),
.statusTable = N(StatusTable),
.escapeChance = 0,
.airLiftChance = 0,
.hurricaneChance = 0,
.spookChance = 0,
.upAndAwayChance = 0,
.spinSmashReq = 4,
.powerBounceChance = 80,
.coinReward = 0,
.size = { 36, 29 },
.healthBarOffset = { 0, 0 },
.statusIconOffset = { -10, 22 },
.statusTextOffset = { 10, 22 },
}
@ ACTOR_FLAG_FLYING
Quake Hammer can't hit.
Definition enums.h:3363
#define ARRAY_COUNT(arr)
Definition macros.h:39

Definition at line 207 of file bow.c.

207 {
208 .flags = ACTOR_FLAG_FLYING,
209 .type = ACTOR_TYPE_BOW,
210 .level = ACTOR_LEVEL_BOW,
211 .maxHP = 99,
212 .partCount = ARRAY_COUNT(N(ActorParts)),
213 .partsData = N(ActorParts),
214 .initScript = &N(EVS_Init),
215 .statusTable = N(StatusTable),
216 .escapeChance = 0,
217 .airLiftChance = 0,
218 .hurricaneChance = 0,
219 .spookChance = 0,
220 .upAndAwayChance = 0,
221 .spinSmashReq = 4,
222 .powerBounceChance = 80,
223 .coinReward = 0,
224 .size = { 36, 29 },
225 .healthBarOffset = { 0, 0 },
226 .statusIconOffset = { -10, 22 },
227 .statusTextOffset = { 10, 22 },
228};